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elyssov

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  1. O! There are many reasons for this! 1) The Soviet Union is charismatic. Even without cranberries, it is brutal, charming and at the same time exotic for the western man in the street. 2) The Soviet Union can become an alternative pole for the vanilla game: let's honestly admit that the existing parties to the conflict are, to put it mildly, bland and dull. Whom to choose? An institute from which they completely shamelessly mold such a bogey? Brotherhood of Steel, who were made outright fascists in F4? Moreover, it is also very clumsy. The subway, which seems to be served by good guys, but at the same time with its fanaticism resembles modern SJWs? Moreover, with the efficiency characteristic of SJW for the "rescued": instead of solving the problem as such - erase the memory, killing the former personality, and send a kick to the wasteland. Or maybe go to the helpless and mediocre minutemen? Which, generally speaking, do not at all draw on any sort of sane force. In these conditions, the USSR may seem to some of the players more than a worthy alternative. And for someone - on the contrary, a reason to unite with anyone who can resist the overseas invaders. 3) The introduction of the USSR makes the game world more "dense", more embraced and less "ghostly". 4) This allows you to add new, unusual quests and new equipment, justified by lore. And so on. As for the Bobrov brothers, this is precisely the plot hole. Yes, stereotyped. But this stereotype, the creators of the game pushed it without agreeing with the lore. In the end, having broken common sense and the plot: a nuclear war happened 200 years ago. There were Russians in the USA of this world, not to say that there were many (I suspect that in the modern USA there are ten times more Russians, given how rare they are in the game and how often in real life). With a very high probability they could not form their own diasporas, but those that could ... Well, I think Brighton Beach did not survive :-) 200 years is at least 5 generations of Bobrovs from the moment the bombs fell. 5 generations who had no reason to consider Russian as their main language. 5 generations who spoke mainly English from birth to death. At least bilingual. By the age of 34, my sister speaks fluent English, Russian and German as a native speaker. At a high level - in French. Despite the fact that her native language is Russian and she spoke in it for the first 10 years of her life. I can cite dozens of similar examples if you like. What is important here is something else: in order to speak with the level of accent with which the Bobrovs speak, Russian must be your main language for the last 20-30 years. In the conditions of post-nuclear America, 200 years after the apocalypse, this is simply impossible.
  2. You are infinitely right, my friend. How I would like to see the Fallout from Bioware, and early Bioware. Before they got into SJW, and their games became more "agenda" than meaning. By the way, surprisingly, I have not come across a single mod that would seriously expand the romantic component in the game. There are more or less spelled out characters, there are even at least two more or less sane revivals of Nora (by the way, if only there was someone who would UNIT these mods and implement the reaction from the meeting of Nora the survivor and Nora-Sint and the subsequent "harem" ( or his absence - then how the Survivor will be able to implement diplomatic efforts). Alas, in none of these mods - no one has modified even a little bit of a successfully idiotic "romantic" system that was originally incorporated into the game: There is simply no life in this relationship beyond the storyline. That is, bringing the relationship to the maximum - everything pauses. It would be very cool if one of the modders created a "True Love" mod (approximate name), in which "life after happily ever after" would be realized. That is, substantially enhanced interactions between the Survivor and their chosen romantic interest. And even a multitude of these interests (including with each other). Yes, this is a difficult task. But the game would have played with completely new colors. And the mission with Sean, I would have "skipped" at all, to be honest. She is so terribly dumb and sickening that it would be better if she simply did not exist. Make "Father" a stranger dude who once ordered the removal of Sean as a genetic sample, but did not save the life of this experiment. So it will come out more dramatically. And later - seeing the talents of the Survivor and his dedication, he decided to make him his heir. Hiding the truth. If so, the Survivor has a really difficult dilemma at the end. And there are more reasons to really hate the Institute (although the fact that the Railroad erases the memory of synths than, in fact, kills them - puts them on a par with the Institute).
  3. The USSR could conquer Europe easily - being a continental power and having huge ground forces. However, the weakness of the USSR has always been the sea. Without the resources of the United States to build a full-fledged invasion fleet, the USSR could not even hope to carry out an amphibious operation against Great Britain with any "little blood". And to bear heavy losses, given the general state of affairs in the world at that time - the USSR was clearly not ready. After all, Great Britain does not represent any valuable resource. So, most likely, at the end of its victorious campaign to the English Channel, the USSR simply unleashed all its nuclear power on the shores of Foggy Albion. I will suppose that England even earlier hit Soviet troops and, possibly, even Moscow and Leningrad with its small but unpleasant nuclear forces. Actually, this is the only scenario in which the UK could receive nuclear damage. Neither the United States nor China made any sense to dissipate their forces on this godforsaken island.
  4. Yes, Bobrovs, with huge accents - are massive plot hole. Fallout 4 have many of holes in plot. But this is one of the biggest. And my idea can repair it. Lets Bobrovs - is recons of the USSR invasion forces? They be landed in to Commonwealth 10 year ago, preepare soil to new ideas. Ask any settler about russians now and he (or she) say: "Yes! I know this guys! Our Bobrovs brothers! Good and funny guys with best vodka on the Wastelands!". And after USSR forces arrival - settler will see frends - not foe.
  5. One of the hero of the Fallout 1 - granddaughter of ambassador of the USSR. Its mean US was dont fight with USSR. China was cant fight on two fronts - just have not enough power. EU - has lost war with Middle East. Its means EU have not enough power too. Then - USSR is stil alive and not truly damaged on the end of Greate War.
  6. In conversations with Makarov, the Survivor, pointing out various in-game events, such as the activities of the Institute, the development or decline of the Minutemen, and the like, including, for example, the pardon of Dance by Maxson, can change the final result of the expeditionary fleet. That is, at the end of the game, Makarov can both subjugate the Commonwealth as a kind of "colony" of the Union, and declare it a "free zone under the protection of the EUSSR. In the latter case, after playing the final video, all settlements, according to my idea, should be replaced by hi-tech modular houses, without traces of rust and decay, ordinary, pre-war plants and possibly animals will appear. Ideally, the rubble in Boston will be cleared. And the advanced camp will dramatically increase in size and become a fairly large, high-tech town, like a "Vault City". For now, that's it. If you are interested in the idea, have questions or suggestions - welcome to the discussion.
  7. Minutemen The attitude of the Minutes to the Soviets is determined by the Survivors themselves. In dialogues with Preston, he, in the role of General Minutmen, can determine the Russians both as rescuers who need help, and as invaders and conquerors, mortal enemies who need to be destroyed. Depending on his decision, this will lead to the emergence of a chain of quests that allow both, in fact, to transfer control of Massachusetts to the Soviets, and completely eliminate their fleet in Boston. The Minute Men themselves are loyal and benevolent until the Minute Men attack them. With a high level of relations with the Survivor who is General Minutmenov, chance encounters where Russian Marines defend someone's farm from raider attacks or help one of the peasants with farming will be more and more common. Brotherhood of Steel Unambiguous and unconditional anatagonism in both directions. In Soviet rhetoric, the Brotherhood is declared to be radical conservative techno-fascist imperialists. In fraternal rhetoric, the Soviets are declared the invaders of Free America. It ends with a confrontation between the troops of the USSR and Liberty Prime. Depending on which side the player chooses, this will end with the defeat of the opposite side. If the Soviets win, then, with a salvo of S-400s, they shoot down Pridven, bringing down its debris onto the airport. This causes the detonation of the stockpile of atomic bombs that the brotherhood previously removed from the Luminous Sea. Otherwise, Liberty Prime destroys the Soviet landing ship, and the paladins of the brotherhood destroy the remnants of the garrison. Subway The subway is highly respected by the Soviets, as revolutionaries and underground workers, but at first it does not reciprocate. However, the player will have the opportunity to convince the Underground to hold a secret meeting with the representatives of the Soviets. In the event that the Survivor makes an effort to this, the Underground can both become allies of the Soviets, and their secret opponents. In any case, the initial attitude is negative, in the spirit of "more tyrants have come." Synths From the point of view of the USSR, synths, being intelligent creatures, are a priori alive and equal with people. This, in turn, dictates a negative attitude towards the Institute. Institute The Institute is delighted with the high technologies of the ESSR, and Sean, in turn, asks to organize a diplomatic meeting with Makarov. Depending on the player's efforts, this meeting can take place both with the establishment of temporary neutrality (the EUSSR actively does not like the Institute due to its slavery, closedness and aggression against civilians, which is the "red line" for the EUSSR.), And with a transition to an open hostility. In any case, the EUSSR will ultimately not get along with the Institute. Depending on the presence of other factions in the Survivor's friends, the Soviets will either send a sabotage group with the Survivor through the old tunnels, or organize a frontal attack, capturing and repairing Liberty Prime after defeating the Brotherhood. An important difference from other factions in the game is that the Soviets do not want to DESTROY, but to CAPTURE the Institute. That is, when passing for the Soviets, Makarov will ask you to get and give the energy core to the Institute so that they can start their Third Phase. At the end of the game - Makarov, after capturing the Institute (which will include clearing the interior, shooting all armed synths, but with the strictest prohibition on attacking civilians), will order his technicians to use the Institute's thermonuclear reactor to power all Boston settlements. Raiders From the point of view of the EUSSR, the raiders are subject to complete and unconditional extermination. Any Soviet soldier, at the sight of a raider, falls into a sacred rage, and seeks to destroy the raiders at any cost. The hatred is so strong that even a single soldier, shouting "Fascists! Executioners! Beasts!" rush into battle against the obviously superior forces. The raiders, in turn, hate and are very afraid of the EUSSR.
  8. Why not? I see this mod as something quite global and deep, both in the plot and in the ideas that it carries. In addition, there is very little information in the lore about what happened in the USSR or Europe during and after the war. All we know for sure is that the USSR did not participate in the war against the United States on the side of China, since one of the pre-created characters in the first Fallout was a descendant of a Russian diplomat. And I'm already keeping quiet about the fact that many of the existing wonderful mods are not "lore friendly". Modders make mods, most often for the sake of art, for the sake of implementing interesting ideas, and not for profit. I offer, I dare to hope, an interesting plot. If there are those who want to try to implement it, I will be glad to participate in the team. Well, yes, it is possible that a global fork will grow out of this mod, just about the events in Eurasia.
  9. Arrival By sea - a huge landing ship with several support ships is approaching. Before reaching hundreds of feet to the shore, it opens and from there a hovercraft is sent for the landing party and the Survivors, which delivers them aboard the ship. During loading - the selected point of the base camp is replaced. Now there is a full-fledged EUSSR field camp. At this time, the Survivor meets Admiral Sergei Makarov, the commander of the operation in the region. From a conversation with him, the survivor learns that this is not the only landing flotilla sent to the United States. Also, he learns that the Russians' mission is indeed mainly humanitarian, although not without a "double bottom": in addition to aid, they expect to ideologically conquer the United States and make them a part of the world Union. The Russians (or, more correctly, Europeans, since the crew and marines are completely international: there are Russians, Germans, Swedes, French and other Poles) do not want to fight openly. Nevertheless - they can, they know how, they practice. So, let's say, one of the constant random events after their arrival is battles with raiders, which is explained by the fierce hatred of Soviet officers for looters robbing civilians. In general, the appearance of "Soviets" gives rise to a whole bunch of quests, both for them and against them for each faction (I will write about the relationship of various factions with the Soviets below).
  10. Cooperation If the survivor decides to help strangers after the battle, they will start a conversation with the survivor. During this conversation, the Russian Marines will tell you that they have arrived as the vanguard of a large humanitarian mission sent by the people of the Union to help the surviving American comrades. The Russians will be emphatically friendly in communication, offer their help in the fight against raiders, and, in turn, ask for help with choosing a base for placing an advanced camp. At this point, the Survivor can either attack them by going to the previous route, or agree and suggest several places on the coast that can be transformed. The Russians will offer to escort them there for reconnaissance. Upon arrival, there will be a very large and strong gang of raiders who have occupied the location (even if it was previously cleared). After the location is cleared, the "Arrival" event occurs (it also occurs if the Survivor activates the "mysterious beacon", only in this case the landing site is chosen as close as possible to the Survivor's location and the camera shows the arrival in that location in isolation from the location of the Survivor's selfgo).
  11. While traveling along the coast of Boston, the Survivor encounters a randomly occurring battle between raiders and some unknown fighters in unknown, but high-tech armor. At the same time, in the pip-boy and VATS, only raiders are highlighted as hostile. The new guys are neutral. Further options are possible: Aggression If the Survivor decides to destroy both sides, he can pick up armor with high enough (for non-power) characteristics, weapons (I assume that it will be something in the spirit of ASh-12 or other high-tech weapons), as well as written (this important - I don't think that the USSR uses the same holotape format as the pre-war USA, so their carriers will obviously be incompatible from the beginning) an order for a reconnaissance group, with the requirement to carry out a reconnaissance of the area before landing. Important: the order is written in RUSSIAN LETTERS, and in Russian. That is, most players will not be able to read it right away. However, if the player guesses to take the note to one of the Bobrovs (I suppose not to highlight this solution as a goal), then the brothers will easily translate the contents into English for him. After that, a chance meeting with a Russian landing force fighting with raiders will be repeated 3 - 5 more times. For the last time - the order will say that this group is the last to be sent, and if the conditions on the territory of the United States are so terrible that none of the groups of the marines of the Soviet Union can survive - then the attempts are stopped. This stops the execution of the mod in this root. I will add that in addition to weapons, armor, notes and stimpacks, one of the soldiers of the reconnaissance group always carries a "mysterious radio beacon", which the Survivor, upon receipt, can activate on his own. This will lead to the transition of the mod's quest to the next stage. But we'll talk about it a little later.
  12. During the Great War, when the United States clashed with China, the Soviet Union found itself in the position of a "wise monkey." The one who waited until the "dragon and eagle", the other two superpowers kill each other and got herself everything she wanted. In the midst of the crisis, Soviet troops launched an offensive in Europe. The Western world, stunned by the events of the Great War, could not offer any worthy resistance. Soviet troops reached the English Channel even before the onset of Nuclear Winter. Unfortunately, for the Soviet (and now the European) Union, nuclear winter, radioactive fallout and winds, a wave of mutations and even FEV virions brought into its territory had an extremely harsh impact on the state's economy. In addition, these events had a negative impact on the rate of assimilation of the absorbed Europe. However, after about a hundred years, everything has more or less returned to normal. Today, at the time of the events of Fallout 4, EUSSR is a powerful and technologically advanced power, surpassing even the Institute in terms of development. They have finished rebuilding their continent and are now sending a hand of friendly, communist help to the still-ruined United States. It's time for America to go red! I propose to create a mod considering the arrival in Boston of the humanitarian expeditionary fleet of the united European Union of Soviet socialist republics. An important feature of this mod, I propose to make the ABSENCE "CRANBERRY". (In Russia, a set of stereotypical ideas about the USSR / Russia is called "cranberry". Like "all Russians wear earflaps, drink vodka from a samovar heated by a home nuclear reactor, which is served by a tame bear playing a balalaika under the threat of a Kalashnikov"). So - I propose to make our setting in the spirit of "New Vegas", that is, although not without irony, but completely devoid of "cranberry". Next, I will describe the main points as I see them. Unfortunately, I am not a modder, but only a Russian science fiction writer, so I can help with dialogues, atmosphere, plot ... But alas, I am not able to implement all this in the form of a mod. I would like to believe that my ideas will be able to interest some of the experienced modders (and ideally some modding team) and we will implement this with collective efforts. So, as I see the general plot structure of this mod:
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